Cloud source control for Unreal & Unity teams. Keep code in git, stream giant binary assets to a bucket you own, and lock files like Perforce. Zero egress — typically 10–40× cheaper than hosted Git LFS.
Drag the sliders. Hosted Git LFS bills your whole history plus egress on every clone and pull. Your own bucket is flat — and egress is free.
Estimates. The Lockstep figure is all-in: per-seat licensing (8 devs × $9/mo) plus your own bucket. GitHub LFS bills stored history in $5/50 GB data packs and meters bandwidth on every clone, pull and CI fetch — its figure excludes GitHub seats, so the real gap is wider. Object storage (R2 $0.015/GB, B2 $0.006/GB) is flat with $0 egress; your bill depends on churn and retention.
A .uasset can't be merged. Two people edit the same map and someone's work is gone. Git was built for text, not 200 MB binaries.
Servers to run, admins to pay, per-seat licensing that punishes growth. It locks files well — and locks you in.
Every clone and pull pulls gigabytes — and you're metered for all of it. The bill scales with your team, not your value.
The coordination server only brokers short-lived presigned URLs. Blob bytes never pass through it — there's nothing to meter.
Your source and tiny LFS pointer files live in git, exactly as today. Every git client keeps working.
The real .uasset bytes go client ↔ bucket directly via presigned URLs. 0 bytes through our servers.
A lock table tracks every checkout in real time, so two people never edit the same unmergeable file.
This is the one thing git can't do that game teams can't live without — enforced right inside the editor.
Perforce-grade exclusive checkout for unmergeable files.
Checkout, submit and lock without leaving the editor.
One S3-compatible path: R2, B2, Wasabi, MinIO, S3.
Bytes go straight to your bucket. Nothing to meter.
Built on git + the LFS protocol. It's just git.
A clean GUI — no command line required to ship.
Source-available, free for indies, Apache 2.0 after 4 years.
Encrypted credentials; clients get short-lived URLs only.
No vendor holds your IP hostage. Credentials are encrypted at rest; clients only ever receive short-lived presigned URLs. Cancel anytime — your data is already where it lives.
GET https://your-studio.r2.dev/ Content/Maps/Arena.umap ?X-Amz-Expires=900 &X-Amz-Signature=a91f…// 15-min TTL # bytes go client → bucket. # the server never sees them.
You pay Lockstep per seat. You pay your bucket provider pennies. That's the whole bill.
Read every line. Free for teams under $1M/yr. Each release converts to Apache 2.0 four years after ship — so the tool can never be taken away from you.
Yes — it is git. Lockstep is built on git plus the Git LFS protocol, so every git client and CI you already use keeps working. Code and tiny pointer files live in git; only the large binary bytes are redirected to your bucket.
Any S3-compatible object store: Cloudflare R2, Backblaze B2, Wasabi, MinIO, or AWS S3. You configure one bucket path; we never copy your data elsewhere. R2 and B2 are the cheapest because they charge little-to-nothing for egress.
You do. Bucket credentials are encrypted at rest, and clients only ever receive short-lived presigned URLs (typically a 15-minute TTL). Blob bytes travel client to bucket directly and never pass through the coordination server.
Yes. From Git LFS it is largely a remote swap — point LFS at your bucket and pull. From Perforce, import your latest depot state into a git repo and bring history forward as needed; locks map cleanly onto the Lockstep lock table.
The source is public and readable. It is free for individuals and studios under $1M/year in revenue. Each release is licensed under BSL 1.1 and automatically converts to Apache 2.0 four years after it ships — so you can never be locked out of the tool you depend on.
Unreal is the first-class target, with a native plugin for in-editor checkout, submit and lock (coming soon). Unity support follows via a package. The desktop app and CLI work with any engine or asset workflow today.
Set up a repo, point it at your bucket, and lock your first file in minutes.